Joined: Mar 2008 Gender: Male Posts: 571 Location: NYC Karma: 34
Re: [GROUP 2] Strange Noises « Reply #45 on Nov 20, 2009, 11:33am »
"Fellow delvers, I propose that we follow these tracks and guarantee our way back into Dwimmermount," Locfir says. "The Red Gate is destined to close again soon, and we have not yet begun to extract the wealth and knowledge of Dwimmermount. I suggest that Kirsa and I, with our smaller size and star-sighted eyes, scout through this tunnel and secure its other end. If the exit is nearby, we'll mark its location on the surface and return to the group. Only if further exploration is necessary to find the egress will we all be required to squeeze through the hole."
Re: [GROUP 2] Strange Noises « Reply #46 on Nov 20, 2009, 12:22pm »
"Let me go first, knowledgeable one. I was crawling through holes before I was knee high to a kobold! I think the torchbearers should stay far enough behind that no light preceeds Locfir and myself, that we might have the element of suprise should we meet the makers of these bootprints."
If the rest of the party is amenable to this plan of action, I will carefully slip into the hole and do my best to follow the footprints, going so far as to attempt to place my own feet directly in the footsteps left by those who went before.
To the best of my ability, I will attempt to make no noise while doing so.
I will, of course, take the time to examine the walls and ceiling as well, looking for unstable rock that might tumble down or any cracks that might lead through to other chambers.
If the rest of the party is amenable to this plan of action, I will carefully slip into the hole and do my best to follow the footprints, going so far as to attempt to place my own feet directly in the footsteps left by those who went before.
This little goblin is a brave one, says Ursus. Let her go ahead and root around.
Re: [GROUP 2] Strange Noises « Reply #48 on Nov 24, 2009, 2:50am »
Bosco Hrusp
"I suspect that this little tunnel finds its exit in the room next door. Perhaps we should go back into the hallway and try the first door to the east first ? The little crawlspace seems terribly dangerous."
To the best of my ability, I will attempt to make no noise while doing so.
I will, of course, take the time to examine the walls and ceiling as well, looking for unstable rock that might tumble down or any cracks that might lead through to other chambers.
Crawling through the hole in the wall, you find yourself inside a very large room whose walls are covered with shelves. Some of the shelves have been torn from the walls, while others still remain. The shelves once held all manner of glass and ceramic containers and vials. Most seem to be shattered, but, looking around, you spot a few that are not.
The room also contains what look to be sturdy work tables -- four of them. They are stained with many different colored spots, some of which remind you of blood, while others are unlike anything you've ever seen. There were once chairs or stools in the room too, but they were shattered into kindling long ago.
There is evidence that the giant rats spent some time in here as well -- droppings, bits of gnawed bones, and the like. The footprints you followed can also be seen in here. They can be found all over the room.
There are two exits from this room: a single door to the north, which clearly connects to the hallway your first entered and a second hole in the eastern wall.
(Updated map on its way -- I need to make sure you can see it this time)
Joined: Mar 2008 Gender: Male Posts: 571 Location: NYC Karma: 34
Re: [GROUP 2] Strange Noises « Reply #51 on Nov 24, 2009, 10:49am »
(Map looks good, thanks!)
Locfir's eyes widen when he enters the room and sees the remnants of what he hopes was a potion-maker's workshop. With an effort of will he resists the temptation to tinker, and instead waves Kirsa back into the room they just left.
Once reunited with the others, Locfir sketches the room he just saw on the map he's been maintaining. "It looks like the room we just entered connects with the main corridor, and perhaps the one past it does as well. Let's open those two doors in the corridor to the east - the first so that we can save the larger party members from having to crawl through at least one hole, and the second to see if it connects with the room beyond the other hole we saw."
Re: [GROUP 2] Strange Noises « Reply #53 on Nov 25, 2009, 4:00am »
When the rest of the party enters through the other doors, Ursus will look around for items of interest(potions don't interest him but he may look to see if anything is behind any of the potions)
Re: [GROUP 2] Strange Noises « Reply #54 on Nov 25, 2009, 3:04pm »
Before the rest of the party enters through the door from the hallway, Kirsa interrupts them:
"Perhaps those who have gone before us and left these bootprints in the dust travelled through holes in the walls because the doorway was trapped. Let me examine it first before we blindly open it."
Kirsa examines the door carefully, from both sides (the hallway side and the interior of the potion room, going through the hole to acess this side). Does it appear to be locked? Are there any pressure plates, holes in the ceiling, etc. that might denote a trap?
If not, I give the all clear and open the door from the inside for the rest of the party to enter, then repeat the same procedure with the next door down the hallway to the east (entering through the hole to examine it first from the inside).
Kirsa examines the door carefully, from both sides (the hallway side and the interior of the potion room, going through the hole to acess this side). Does it appear to be locked? Are there any pressure plates, holes in the ceiling, etc. that might denote a trap?
If not, I give the all clear and open the door from the inside for the rest of the party to enter, then repeat the same procedure with the next door down the hallway to the east (entering through the hole to examine it first from the inside).
You find no evidence of traps whatsoever and indeed, while inspecting the door and the surrounding area, you see that there are in fact footprints that indicate traffic through the door. They're fainter than those elsewhere -- for some reason, there's less dust on the ground here -- but they are there nonetheless.
When the rest of the party enters through the other doors, Ursus will look around for items of interest(potions don't interest him but he may look to see if anything is behind any of the potions)
You find that, in addition to the vials and pottery, there are also a variety of small metal knives, cleavers, tongs, and other similar kinds of tools. All are in reasonably good repair and usable, though some are stained with oddly colored blotches.
Joined: Mar 2008 Gender: Male Posts: 571 Location: NYC Karma: 34
Re: [GROUP 2] Strange Noises « Reply #58 on Nov 30, 2009, 3:34pm »
"I share your eagerness to explore the secret door," Locfir says, "but I think the more pressing concern is still to see if these holes lead to an exit from the dungeon, and if the ones who made the footprints moving through them are an active threat."
"I share your eagerness to explore the secret door," Locfir says, "but I think the more pressing concern is still to see if these holes lead to an exit from the dungeon, and if the ones who made the footprints moving through them are an active threat."
"I agree with Locfir, my friends," says Eindri. "We still need to find another way out if we are to stay in Dwimmermount past dawn, and those footprints could easily mean that there are enemies about. Let's briefly scout that area out before we explore the secret room in detail. It should only delay us a few minutes, and we can always set a guard on the secret door while some of us scout ahead."
(OOC: Any of our party mappers care to add the latest map information from James to our overall map of the area? It's a little hard for me to mentally picture the entire area with the small, piecemeal maps. Plus, putting it all together may help us figure out the extent of the secret room/passageway.)